The only logs of any kind you'll find with this is if Game Maker itself pops up an error in which case it'll be written to a file called game_errors.log or something similar. I certainly haven't encountered stuff like this with other projects but I have at times caused a loop crash using GMFMODSimple and hitting ENTER while pressing Z when I was first implementing a pause menu into GMOSSE. Deactivating/reactivating instances is known to be buggy depending on how you use it at times.Avalon wrote: I happen to have quite a few games made with GM, from here and other places. Now, while I know absolutely nothing about Game Maker itself, I do know that the resulting games are mostly stable - except for one random little flaw that never fails to come out in the game, different for each one... Strange.
Perhaps there may be a problem in the engine itself... But before I can test it out with my other GM games, I would have to know more about "what happens" when the bosses in this game die, and then try to recreate the bug elsewhere. Does the game post an activity log somewhere I didn't think of looking?
They're only overpowered because you're using them for what you're supposed to. Miyamoto's had various changes happen to it since v0.10 so I'd advise on waiting for the next release before you pick on its gameplay issues because they've probably been fixed. As for Gyaraga, as mentioned already in this thread, it's comically easy to use for survival and it's meant to be such - but go and get a placing in our highscore thread with it and then tell us it's broken.whinge whinge whinge overpowered ships etc
Have you guys played the Raiden Fighters games at all by any chance? The sound for them in MAME is borked but if you look it up and play for survival/scoring you'll see the influences quite clearly in the system that Xeno Fighters strictly adheres to, such as the maximum bomb stock being at 7 among other things.